Valve Handbook for New Employees (2012) [pdf]
valvesoftware.com
valvesoftware.com
I might be having an allergic reaction to the "burndown charts" that were used to micromanage people at Microsoft. But I also think that anything more complicated than a whiteboard and a wiki is over-doing the process.
http://www.slideshare.net/InfoQ/github-communications-cultur...
http://tomayko.com/writings/adopt-an-open-source-process-con...
http://www.fastcolabs.com/3020181/open-company/inside-github...
I admire Valve, and think their approach is interesting, but I can't help but feel sometimes a little hierarchy is necessary to force the crummy stuff that needs to get done to get done.
So maybe because everyone likes TF2 and creating new content is easy, more teams tend to work on it.
I completely agree with your point that a little hierarchy is necessary to get things that absolutely need to get done finished. On the other hand, as a developer I can also see how you wouldn't want to release something unless you are confident it'll be great. The difficulty is finding that balance, but given that they intentionally chose to stay private, it seems to make sense the company culture is to focus on the quality of the product.
I'll admit I kind of admire the freedom from time pressure they have.
For example: I understand that Valve's Steam customer service is pretty hit or miss. Possibly a result of no one at Valve really wanting to own customer service.
What good sources tell me that is happening at Valve is the curse of raising standards. HL2:E2 is much better than HL2 ever was, but it took forever to ship. Portal also raised the bar in many ways. So what they have in HL3 is a game that Valve employees have put so many high expectations on, that getting anything to a state that is good enough to ship is like pulling teeth. Let's also remember that HL3 runs on a different engine than everything else Valve has released in the last decade: Just the new version of Source, plus the updated toolsets to work in it, are a significant cost. It's not as if they are just licensing an engine built somewhere else and rolling with it.
I've been paralyzed by success before in my own projects. I can only imagine what that does to a big organization that has had as much success as Valve has, and that has so much income they don't really have release a game in the next 5 years to remain financially stable.